[JANUARY CHALLENGE]

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #16 (isolation #0) » Thu Jan 17, 2019 1:43 pm

Post by northsidegal »

In post 13, mith wrote:
Rogue Agent WIFOM Variant

2 Mafia Goons (No Factional Kill)
1 Rogue Agent (Mafia Traitor Compulsive-Vigilante)
1 Town Neighborizer
7 Vanilla Town

I am far too lazy to figure out the EV for this. Even if it's just a Named Townie, it's a nightmare. But it's probably not too bad balance-wise.
the thing about a town neighborizer in an open setup is that you
know
that it's town

which i think could be pretty powerful. it essentially becomes both a neighborizer and a friendly neighbor
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Post Post #22 (isolation #1) » Sun Jan 20, 2019 10:08 am

Post by northsidegal »

Panic Room

11 players:

1 Mafia "Bomb" (Compulsive Multi-Vengeful)

2 Mafia Goons

1 Town "Recruiter" (Compulsive Day Neighborizer)

7 Vanilla Townies

  • Upon the death of the Mafia Bomb, everyone not in the Neighborhood is killed. After this point, the game becomes nightless.
  • The ability to recruit to the neighborhood is always passed on to the most recent recruit.
  • If everyone in the neighborhood has died, the game continues on as Vanilla.


I feel like there's the start of a good idea in here, but it might need some tweaking on the exact numbers. I also feel like the EV could probably actually be calculated for this? No clue how to do it, though.



Spoiler: Original fully nightless version that I don't like as much
Panic Room

11 players:

1 Mafia "Bomb" (Compulsive Multi-Vengeful)

3 Mafia Goons

1 Town "Recruiter" (Day Neighborizer)

6 Vanilla Townies

  • Nightless.
  • Upon the death of the Mafia Bomb, everyone not in the Neighborhood is killed.
  • The ability to recruit to the neighborhood is always passed on to the most recent recruit.
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Post Post #35 (isolation #2) » Mon Jan 21, 2019 12:01 pm

Post by northsidegal »

If I'm understanding you correctly:

D1 the neighborhood is recruiter + bomb, the recruiter gets lynched end of D1. Day 2 there's only one person in the neighborhood, the bomb. The bomb then gets lynched. Ah, I get what you mean.

I think I'd call that a draw.

Edit: Actually wait. If everyone in the neighborhood has died when the bomb is lynched, the game continues on as vanilla, so I think rather than the game instantly ending in a draw, the game would simply continue on and the bomb would just die like a regular mafia goon.

I'm beginning to notice some problems.
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Post Post #36 (isolation #3) » Mon Jan 21, 2019 12:42 pm

Post by northsidegal »

In the original version Mafia had essentially a forced victory if one of them were recruited D1 by killing the recruiter, recruiting another mafia D2 and then hardbussing the bomb.

Panic Room v2

11 players:

1 Mafia "Bomb" (Compulsive Multi-Vengeful)

2 Mafia Goons

1 Town "Recruiter" (Compulsive Day Neighborizer)

1 Town Recruit

6 Vanilla Townies

  • Upon the death of the Mafia Bomb, everyone not in the Neighborhood is killed. After this point, the game becomes nightless.
  • The recruit begins the game in the neighborhood along with the Recruiter.
  • The most recent living recruit is always the one with the ability to recruit.


Still can't decide if 3 mafia or 2 is more balanced, but right now I'm kind of leaning towards 3. This version makes it such that the neighborhood will never not have someone in it.
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Post Post #41 (isolation #4) » Tue Jan 22, 2019 5:29 pm

Post by northsidegal »

i think that's already part of the prize
In post 0, Irrelephant11 wrote:Winner will be in charge of the requirements for next month's challenge
seems great minds think alike
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Post Post #87 (isolation #5) » Tue Jan 29, 2019 9:38 am

Post by northsidegal »

voting time?
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Post Post #114 (isolation #6) » Thu Jan 31, 2019 9:18 am

Post by northsidegal »

woah woah, hold your great ideas for the february challenge, everyone! :P
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Post Post #125 (isolation #7) » Sat Feb 02, 2019 10:42 am

Post by northsidegal »

congratulations mith!

In post 26, Allomancer wrote:
Guilt Neighborhood
2 Mafia Goons

9 City Planners
(Venge-Neighborizer)

When a City Planner is lynched, the entirety of their wagon is added to a new neighborhood.
i would like to say that i like this setup a lot. i think it's elegant in its simplicity and i think it's a nice way to spice up mountainous to make it a bit more interesting and to give it a bit more widespread appeal.

reminds me a little bit of cul-de-sac, but i
think
i like this one better. (of course, this is 2:9 mountainous while i think cul-de-sac is 2:11 mountainous)
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Post Post #126 (isolation #8) » Sat Feb 02, 2019 10:49 am

Post by northsidegal »

could the alternative vote work as a system for this? i think it'd place more emphasis on 1st choices as opposed to a ranking of every setup, not sure if that's desirable or not.
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Post Post #133 (isolation #9) » Sat Feb 02, 2019 3:26 pm

Post by northsidegal »

i enjoy the idea of a traitor controlling the kills and in some part i enjoy the idea of a flagbearer when it comes to the associations that i think it creatues, but i do think that it might focus on a single slot too much

not to try to take over someone else's setup, but i wonder how balanced it would be if instead of the traitor being a flagbearer, it worked like how normal games deal with traitors, in that the traitor is endgamed if both of the mafia goons die. might be a little bit swingy / boring if the traitor dies early and the mafia have to deal with the game suddenly being nightless, though – the traitor being a flagbearer does solve that issue.
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Post Post #136 (isolation #10) » Sat Feb 02, 2019 9:06 pm

Post by northsidegal »

had an idea for a slight modification to guilt neighborhood.

City That Never Sleeps
2 Mafia Goons

1 Traffic Analyst

8 City Planners
(Venge-Neighborizer)

When a City Planner is lynched, the entirety of their wagon is added to a new neighborhood. This neighborhood will remain open until the end of the following day.


there's an incentive for mafia to always be on lynch wagons so that the traffic analyst can't truly get a "guilty" on them.

something interesting i also noticed is that venge-neighborhoods always allow people to get final thoughts out after a flip and before they can be killed, which i think is a good feature. that was present in the original setup, of course.


(also, i used traffic analyst for the flavor of everything being city-themed, but really i think it should function more like a PT Cop in that it could still get a guilty result on scum even if their partner had been lynched.)
Last edited by northsidegal on Mon Oct 07, 2019 2:07 pm, edited 1 time in total.
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